Fallout New Vegas
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WuphonsReach

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Makes New Vegas a much more scary place, because the Legion, Fiends and Powder Gangers just aren\'t doing their jobs properly.

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Random Extra Traps (New Vegas)
by Wuphon's Reach ([email protected])
for Fallout New Vegas

Makes New Vegas a much more scary place, because the Legion, Fiends and Powder Gangers just aren't doing their jobs properly.

Adds additional traps across the New Vegas area, but most traps only have a 30% chance of appearing in a particular game. (A rare few will have a 50% chance.) That means that 7 times out of 10 when you pass through a trapped location, you won't see anything. The goal is to increase the suspense factor and the number of "oh %$&#" moments because you forgot to look where you were walking. I recommend also installing "Deadlier Explosives New Vegas (DENV)" as it will increase the pain factor for those moments where you screw up.

I've tried to use moderation and not lay border-to-border minefields everywhere, but you should definitely notice a sharp uptick in the number of traps. I am going to be more sneaky and underhanded about some placements, given that the Legion are notorious for cruelty (go to Ranger Station Charlie or south of Camp Forlorn Hope for a clue).

Details:

- Powder Gangers are more likely to defend their turf with Powder Charges and other low-tech trap types (rigged shotguns, bear trap). Most citizens also use the lower-end of technology for traps.

- The Legion areas are more likely to use frag mines and grenade cluster traps.

- Fiends will use a wide mix of trap types given their strange ability to procure laser weapons.

Note: Before activating this mod for the first time and before updating, go to a small interior location somewhere (Doc Mitchell's house, Victor's house, Lucky 38 Suite, any safehouse) and create a permanent save. If you happen to be standing in the same cell where a trap has been added, you may see yellow electrical switches in strange places. Those are the normally hidden activators which do their work, then disable (hide) themselves. But if the player is already in the cell, the disable method will not hide the object from view. I try to hide/blend the yellow switchboxes into the wall as much as possible so that they don't look out of place, but that's not possible in locations with no nearby buildings or walls.

Note: This is still an early version. You're only going to find additional traps near Nelson, Primm and Nipton at the moment. I'm in the process of slowly filling in areas as I play through the game for only the second time. It takes a while to do this because I want to make sure the new traps are a good fit for the area.

If you have ideas of locations that need traps, please leave a comment or e-mail me. I've got a mental list of a dozen or so locations, but I'm always looking for more ideas.

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Version history:

0.90 Nov 2010 - Nelson and north of Primm are basically done. I'm testing out explosive fuel tanks at El Dorado Gas & Service, the models aren't the best, but at least they go boom.

0.91 Nov 2010 - Primm is now done and the traps should automatically vanish once Primm has a new sheriff. That way the residents don't get themselves killed after the Powder Gang members have been driven off and the residents start walking around town again.

Fixed the mines at Helios One that were sunk into the model (this was the fault of Obsidian, those aren't my traps).

Because Malcolm Holmes likes to ambush the player in Primm, and because it sometimes gets him killed before he can get to the player... I've added a journal book and a pair of notes to him that explain the blue-star cap unmarked quest. If the player kills Malcom, this journal book will be found on his corpse.

Added a few traps out at Nipton. It was hard to find traps that fit the story of what is going on out there. I'm still debating some other locations and whether they will make sense.